Change TNT Fuse to ticks
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@@ -8,9 +8,9 @@
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cTNTEntity::cTNTEntity(double a_X, double a_Y, double a_Z, double a_FuseTimeInSec) :
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cTNTEntity::cTNTEntity(double a_X, double a_Y, double a_Z, int a_FuseTicks) :
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super(etTNT, a_X, a_Y, a_Z, 0.98, 0.98),
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m_FuseTicks(a_FuseTimeInSec)
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m_FuseTicks(a_FuseTicks)
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{
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}
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@@ -18,9 +18,9 @@ cTNTEntity::cTNTEntity(double a_X, double a_Y, double a_Z, double a_FuseTimeInSe
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cTNTEntity::cTNTEntity(const Vector3d & a_Pos, double a_FuseTimeInSec) :
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cTNTEntity::cTNTEntity(const Vector3d & a_Pos, int a_FuseTicks) :
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super(etTNT, a_Pos.x, a_Pos.y, a_Pos.z, 0.98, 0.98),
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m_FuseTicks(a_FuseTimeInSec)
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m_FuseTicks(a_FuseTicks)
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{
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}
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@@ -56,8 +56,8 @@ void cTNTEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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BroadcastMovementUpdate();
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float delta_time = a_Dt / 1000; // Convert miliseconds to seconds
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m_FuseTicks -= delta_time;
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m_FuseTicks -= 1;
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if (m_FuseTicks <= 0)
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{
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Explode();
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